Earlier quoted context omitted.
Not sure about how movies are filmed, but you don't have to shoot video frames at 1/FPS. That's just the slowest you can shoot. If you're shooting in broad daylight, each frame could be as quick as 1/8000, for example. Shooting at the slowest shutter speed possible should make the most fluid video.
I'm pretty sure that 24 FPS footage with a 1/24 second shutter speed would be completely unusable except as an extreme blur effect.
Why movies look weird at 48fps, and games are better at 60fps
101–110 of 129 posts
Re: Why movies look weird at 48fps, and games are better at 60fps
#102Earlier quoted context omitted.
Game renderers do sample time too, for per-object motion blur[1] and sometimes full-scene blur or AA. To push the idea further, research has been done around 'frameless' renderers, where you never render a complete frame but sample ~randomly at successive times and accumulate into the frame(sic)buffer. At low resolution it feels weird but very natural, computed persistence of vision : https://www.youtube.com/watch?v=…
Fantastic technique. Can’t believe it’s been almost 10 years since this video. Do you know if there are is any follow-up research being done?
Re: Why movies look weird at 48fps, and games are better at 60fps
#103Earlier quoted context omitted.
The corollary is that it should be possible to produce a movie-like quality in games, by over-framing and compositing a blur between frames. The result would have actual motion blur and update at say 30 fps, but without the jerkiness we normally associate with that frame rate.
Sure, if you can render at so 120 hz, or more and composite the 4 frames together into your single frame you will get a single improved frame. but even at 4 renders a frame you'll still get artifacts, I imagine you'd need at least double to make it worthwhile, But even that only gives you ~8ms to time step and render the entire scene. Minus composting and any other full-frame post effects. And hitting the ~16ms requi…
So, you could render 16 samples, but only do 1/4 of the pixels on each so you'd get better motion blur for only a small increase in work over doing 4 temporal samples. The extra work corresponds to a bit of bookkeeping and the tweening of 16 frames instead of 4 and you'd still be rendering the same number of samples overall.
Re: Why movies look weird at 48fps, and games are better at 60fps
#104This article is detailed and scientific. However, anecdotally speaking, the concern I have with evaluating high-frame rate in film is that we have very little context—most of us have only ever seen Peter Jackson's Hobbit films in HFR. In other words, I have never seen how other directors' work would be affected by HFR. Speaking exclusively about the Hobbit series in HFR, I too observed an uncanny valley that traditio…
Re: Why movies look weird at 48fps, and games are better at 60fps
#105Earlier quoted context omitted.
Did your friend say what frame rate Pixar uses for its animated films?
Last year, I was told by one of the technical managers for animation at Pixar that they're all in 24 fps. They've used all the increased processing power since their founding in the 90's to increase detail, so the result is that the time it takes to render each frame has barely changed since Toy Story. Each frame of Monsters University took an average of 29 hours to render. This article has some good info: http://ven…
Wow, when I was doing CGI work in the mid-90s our budget was generally 20 minutes per frame. The highest quality work we did was around 1 hour per frame, and this was for TV adverts and idents -- still, we didn't have Pixar's budgets to play with.
Re: Why movies look weird at 48fps, and games are better at 60fps
#106Earlier quoted context omitted.
The corollary is that it should be possible to produce a movie-like quality in games, by over-framing and compositing a blur between frames. The result would have actual motion blur and update at say 30 fps, but without the jerkiness we normally associate with that frame rate.
Each game frame is a snapshot taken with an infinitely small shutter duration but displayed for 1/30s or 1/60s (vs one movie frame, which has a shutter duration of, e.g. 1/48s and displayed for 1/24s). So over-framing game frames will not produce motion blur, it'll simply merge two still images together. You need to simulate motion blur (usually as a post-process). This of course takes more time to render, potentiall…
Though in practice it would be difficult to render more than a few snapshot frames between the display's refreshes, and with a low sampling rate there would be noticeable errors, particularly if you take a screenshot of a fast-moving object.
Re: Why movies look weird at 48fps, and games are better at 60fps
#107Earlier quoted context omitted.
Another way of say of saying this is that a drum beat has no definite pitch because it's too short. It's exactly the same property of Fourier transforms behind the uncertainty principle.
There's also a broader picture -- that this effect arises because we use discrete, independent words to describe inter-dependent phenomena. The concepts of momentum and position are not good 'factorizations' of reality, so trying to talk about it in those terms leads to structural problems when you increase precision. It's the same kind of problem you get when you try to talk about objective/subject morality, or whet…
I'm saying this also because the initial analogy wasn't so strong to begin with. A bunch of incorrect analogies can build the wrong picture of a theory which is hard to get rid of people's minds. Which is why it's good to reason through principles and not analogies (analogies are useful for other purposes: building bridges between the understanding of two different fields. I believe -- and they're made precise and clear in their shortcomings).
Re: Why movies look weird at 48fps, and games are better at 60fps
#108This could be a viable alternative to supersampling for antialiasing. Rather than averaging multiple subsamples for each pixel fragment, this suggests that if a single subsample were taken stochastically, the results could be as good, or even better, so long as the frame rate stays high enough.
Antialiasing doesn't quite have the same impact on rendering performance in modern games that it used to, mainly due to new algorithms such as SMAA and the increased cost of postprocessing relative to rasterisation, but this could nonetheless lead to tangible performance improvements.
Re: Why movies look weird at 48fps, and games are better at 60fps
#109Earlier quoted context omitted.
I always use this fact as a kind of analogue to explain position-momentum uncertainty in physics. From a blurry photo of an object, you can easily measure the speed, but the position is uncertain due to the blur. From a very crisp photo, you can tell exactly where it is, but you can't tell how fast it is moving because it is a still photo. It's a good way to start building an intuition about state dependencies.
If you know the direction of the motion of a blurry object isn’t the location of the object on one of the leading edges? I thought the problem was more that you have no idea of the features of the object?
*A linear blur of a 2D picture acts like a 1D sinc filter: information is completely lost only at spatial frequencies multiples of 1/d in the direction of motion, where d is the linear displacement, and otherwise attenuated.
Re: Why movies look weird at 48fps, and games are better at 60fps
#110This article is detailed and scientific. However, anecdotally speaking, the concern I have with evaluating high-frame rate in film is that we have very little context—most of us have only ever seen Peter Jackson's Hobbit films in HFR. In other words, I have never seen how other directors' work would be affected by HFR. Speaking exclusively about the Hobbit series in HFR, I too observed an uncanny valley that traditio…
Maybe I'm in the minority here, but I thought HFR dramatically improved the Hobbit films. The first 5 minutes of each movie felt very odd, as if everyone was moving in fast motion without actually moving any faster (sorry, that's the best way I can describe it), but after those first 5 minutes, the movie looked completely natural and amazing. Especially the 3D, it looked so good that I want every single 3D movie to b…
I watched ST TNG using that and it certainly made it feel a bit more realistic.